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Original post by Wush
How much time you have on hand to write all that stuff?
I am almost can not "read" all the stuff you posted
Talking to me? My bad, I type very fast. :)
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Original post by Wush
How much time you have on hand to write all that stuff?
I am almost can not "read" all the stuff you posted
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Original post by Way Walker Quote:
This would superimpose itself partially over your normal combat view, which is a fair approximation of being preoccupied and needing others to cover you while you do your work.
If it's what I'm picturing, I don't like this idea of superimposing the working area. It would pull me out of the game and into the minigame. I would prefer it (if it's possible, not sure on that, though) if you could use roughly the same interface you use for everything else. I see all sorts of problems with getting the right angle, getting "zoomed in" enough, etc. To give a combat example of the problem (I now realize combat is one part, not the main part, but it's an example), let's say I'm a medic, I jump from cover to cover as I make my way to the wounded. I believe it would be much more intense if, once I reached the wounded, I was still left in the action. To be able to look up and see the fighting and my immediate danger, to be able to just up and run like a coward before I'm finished, to have to force myself to keep my eyes on my work.
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Also, this probably goes without saying, but it'd be nice if the timers weren't obvious timers. Like instead of a decreasing bar, use the patient's heart rate, speech, and facial expressions for a medic (this could also make them seem more human?). If the hacking is movie style, maybe a sequence of numbers/symbols that randomly cycle and one by one lock into place (opening of the Matrix, for instance?). If the hacking is matrix style (Shadowrun matrix, not the movie, but now that I think of it, maybe the movie), perhaps a little map as sentry programs close in on your "position". Engineers probably have hand-held meters (maybe you have to actively check how much time you have left?) and gauges on their machines.
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This sort of gets to the problem about soloing: Support characters need someone or something to "support". Almost by definition they're bad at soloing. However, I do like the non-combat alternatives. However, what're you going to give the soldier to do outside combat? ;)
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Original post by Wysardry
Would these support characters have the option to "set up shop" in towns, so that they replace or compete with the NPC healers, merchants etc.?
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In other words, could they avoid entering into dangerous areas and still be able to advance their experience/level?
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If there was more to being a resident medic than treating combat injuries, I'm sure people would at least try it. Trying to investigate, isolate and conquer an alien plague would make a refreshing change to standard combat where you're normally at a disadvantage.
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Allowing the player to become a fence, gunsmith, law enforcement officer etc. opens up all kinds of possibilities. If they also had the option to set themselves up as freelance hirelings, even more flexibility would be added.
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Original post by Way Walker Quote:
Original post by Wavinator
If you don't do this sort of thing, thing skill tests end up being a clickfest. See a door you need to hack? Equip bypass kit and click. Ally with a broken bone? Equip splint and click.
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Original post by Wavinator
Good point. It may be possible to do this sort of thing as half or quarter screens. It isn't first person, more 3rd / isometric (like Freedom Force) so you don't have the same situational awareness constraints. If you did get a box in the center of your screen that was about the size of your character, you still might be able to see around it. But I understand what you mean, it's all about not interrupting your focus.
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I have a scheme for alliances and leveling involving NPCs that you'd do in off time no matter your class; then there is character leveling with various VR pods; finally, I'm (very cautiously) experimenting with an option for some Sims style needs management. Some of this, though, is going to be clearly overkill and will have to be cut or it'll be a mess to deal with as you're trying to adventure. I just want the downtime to be interesting as well as the combat time.
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Original post by Way Walker
Hmm... sprites or 3D? If 3D, maybe you could use a smart camera. You don't get a superimposed work area, but, rather, the camera zooms to the patient, or even the bit of the patient that needs attention. Perhaps it's angled such that the top 1/3 of the screen is showing some action in front of you (as if you could glance up from your work now and then).
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Also, I'm not sure what you mean about not interrupting your focus, but I think that's not quite what I mean. My complaint is that I become detatched from the battle field with a superimposed work area. This may be appropriate in a hacking setting if it's matrix-esque (i.e. your mind is "elsewhere"). But, maybe, in your game, that's exactly the effect you want?
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Depending on what goes into your "Sims style needs management" (I never played the Sims), maybe you could hire an assistant of sorts (perhaps it's just a computer that makes some decisions) when you want to adventure. It'll manage what needs it can (now, did you remember your umbrella? Don't worry, I'll feed the dog while you're out), but perhaps not as efficiently as you could in your down time?
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Original post by Thermodynamics
You could always turn this medic example into a puzzle itself.
Imagine this: You run up to your recently shot comrade. You right click and a little descriptive box comes up noting things you can see (this is to save on having to interpret graphics)
You get a list of items such as
Pasty skin.
No breathing.
Large hole in torso.
Excessive blood loss.
Obvious pain.
Non functional body armor.
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You equip your morphine and click his neck to ease the pain. All of this is in normal FPS view. You equip your "spray on skin" cannister and spay down his torso to prevent blood loss.
Your equip your tricorder meter thingy and scan him. It replies that you have a 43% chance of keeping him alive for five minutes based on recorded injuries. It also tells you that the blood loss is starting to cause his nervous system to shut down
You equip blood units and give him 3. Re-equip meter and find out he now has an 80% chance of lasting five minutes. You then procede to move him to the field hospital where his real injuries can be taken care of.
In the field hospital, a doctor would then continue with the treatment puzzle.
It is a puzzle but not in the overt minigame way.
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Original post by Wysardry
Well, the medical, engineering and security staff in series like Babylon 5 or Star Trek aren't always confined to their usual work areas, so they could be used for inspiration if you run short of ideas. [smile]